Posts for Aqfaq


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A rather surprising plot twist.
Editor, Experienced Forum User, Published Author, Expert player (2460)
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Not a bad movie, beelzebub! However, I think the existing SNES version is superior in many aspects. Voting meh.
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I tried it too and failed. It works fine with Kega Fusion, so Gens has a problem.
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Kuwaga wrote:
What do you think I should do about the fact that I have to play through the game twice?
Well, one thing to consider is using a password to get to the final level, so you don't need to play the whole game twice. This approach was used in Ghouls 'n Ghosts.
Kuwaga wrote:
And do you think I should play in hard mode?
If the enemy HP is the only difference, then I would prefer the easier skill level.
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Here are warpings: http://dehacked.2y.net/microstorage.php/info/1943293628/taz-mania-warpings-demo.gmv I recommend fast forwarding Caves 1, Caves 2 and River 2. --- Edit: The level 2 warp can be improved by standing on the 2nd last water jet when level 1 ends. The whole 2nd level gets skipped that way.
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Tested adjusting the position of Taz in the end of each level to see how much can be skipped. Bolded ones failed so far: Desert 1 - Minor warp by abusing Taz position from the intro screen. (May not be useful due to the timed water lifts.) Desert 2 - About half of the level skipped. Desert Boss - Short boss level, so not much use for the warp trick. Factory 1 - Whole level skipped! Factory 2 - More than half of the level skipped. Ice - About half skipped. Jungle 1 - Whole level skipped! Jungle 2 - Warp straight to the boss! River 1 - Whole level skipped! Caves 1 - Failure: Managed to bypass mine cart, but failed to reach exit. Caves 2 - Failure: It is possible to warp close to the exit, but only into deadly spikes. River 2 - Failure: Failed to skip anything, because the previous level exit is in bad location. Oversized carnivourous plant boss - Nothing skipped. Previous level exit is too far away. This is a short boss level anyway. Temple 1 - Same warping as in previous publication. Temple 2 - Maybe small timesaver by warping, but nothing big. About a half of this level could be skipped, but it is slower than going normally: The continue screen has a playable Taz, who can take his coordinates to the game, but suiciding three times takes too long. Temple 3 - Warp straight to the boss. Final Boss - Warp straight to the final boss.
Truncated wrote:
If you want help optimizing it, talk to me and we'll work something out. I like partnering up for projects.
OK. I'll make a quick run soon that shows all the working warps and the failures.
Post subject: Re: #921: Truncated's Genesis TAZ Mania in 08:53
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Truncated wrote:
I don't quite know what the heck going on here (because the screen is still nearly all black) but I think that spinning right at the first possible frame gets you inside the flame above Taz (you can hear the sound effect of it), and that somehow warps him quickly to the right. I pass about 1/3 of the level with this trick.
Here is the explanation: The player position is carried on from the previous level and is reseted too late for the current level, so jumping on the first possible frame causes Taz to jump on the spot where he was when the previous level ended. The long level fade-out time can be used freely to adjust the position for the next level. This allows huge shortcuts for almost every level. The warp trick works even in the first level, because the SEGA logo screen has Taz in it and his position can be carried to the game. I might be able to record this, but I'm not sure whether I have enough patience to optimize it thoroughly. It seems that some off-screen maneuvering is required in this level: Edit: Oh, Taz must be on ground when the level ends. Otherwise he can't jump on the first frame of the next level.
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It's funny how the Monster World series uses all the same locations: islands, desert, pyramid, ice world, underwater area, volcano... Many of the enemies are the same too. Boooooring, not!
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Nice to see this accepted and processed. I can't help with encoding, but at least I can point out that this YouTube encode has good timing with the music files. It's not perfect, though, because the last tune ends about 1 second too early, so the next file (death music) starts playing, which sounds strange. It's nothing critical, anyway. I think here is an example of the correct(?) timing.
Post subject: Re: Meh. Meh? Meh! Meh???!!!!!!!!! Meh!!!!!!!!!!!!!!!!!!!!!!!!!!
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IST wrote:
How is 83% borderline?
Well, it is not rare for a submission to get 100% positive votes. Out of all my submissions, the rejected Madou Monogatari is almost exactly between the published ones and the thoroughly silly ones. How is that not borderline?
Post subject: Meh. Meh? Meh! Meh???!!!!!!!!! Meh!!!!!!!!!!!!!!!!!!!!!!!!!!
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Warp wrote:
The Madou Monogatari submission got 83% of yes votes
nineko wrote:
Clue has a 73% of yes votes
I don't quite understand why this type of examples are brought up. Some borderline submissions get accepted and some get rejected. There is nothing strange in that. Borderline TAS causes neither big joy nor big harm, so the big fuss is pointless.
Post subject: Stupid YouTube Videos
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Somebody combined The Dark Knight and Pelle Hermanni: http://www.youtube.com/watch?v=vJnGQHbyF9M http://www.youtube.com/watch?v=YH29a6gAp64 http://www.youtube.com/watch?v=7YXE5eu3aiU (Pelle Hermanni is a famous Finnish clown from a children's TV show from 1978-1988.)
Post subject: See ya, zombies!
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Hilarious moments: Desperate mutant zombie: 26:09 Dramatic dialogue: 30:49 Clumsy looking moments: Dealing with the zombies and getting to the statue looks suspicious here: 17:24 Sometimes it looks like the player bumps into obstacles unnecessarily: 22:48 (a dog), 25:00 (a table) It looks like the player position could be better during/after this boss fight: 60:11 Comments: I have never played the game, but enjoyed the movie. The overall precision looked good. Ammo usage seemed very well planned for the boss fights. The screen transitions were not bad at all, because there were many types of them scattered around the movie and they were nicely animated. Basically the whole concept of survival horror was devastated by just running through the game, ignoring the zombie resistance. Some people will not like the running action, but I found it funny and I bet the game series has many fans who will enjoy this movie very much.
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I'm glad that you enjoyed the elephants, DarkKobold. They are great animals.
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It didn't look sloppy to me.
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Yo, nitsuja, what is the status of this?
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I think the input should be ended earlier, like this: http://dehacked.2y.net/microstorage.php/info/1645876230/Clue-3-players.gmv Meh.
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adewlicat, you're best ever TASman, cool eyeah cool drun k cool Edit: Hmm... I wonder who wrote that.
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I tested recording something with Splatterhouse and everything worked fine mostly, but some annoyances were encountered: Is it necessary to make an auto-backup every time a savestate is loaded? I don't really need all these 900 .bak files... Is it possible to resize the frame counter font? In full screen mode, the frame counter is rather tiny. Mednafen crashed once upon loading a savestate, reporting "SDL failure". Sorry for the lack of details about the crash. Also,
the instructions wrote:
Save State To Slot 0-9: Shift - F1-F10 Load State From Slot 0-9: F1-F10 Save Current State: i (the letter i) Load Current State: P Load State 0/9 F1/F10 Save State 0/9 SHIFT-F1/F10
Is there something listed twice?
FractalFusion wrote:
I am using Windows XP.
Me too.
Editor, Experienced Forum User, Published Author, Expert player (2460)
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Tested recording something with this game: http://dehacked.2y.net/microstorage.php/info/166983575/exile-boss1.gmv The only useful trick I found is to manipulate the walking patterns of the NPCs by holding buttons at the end of a conversation. Some time can also be saved by jumping at different times to avoid occasional lag frames. Defeating the first boss without a level-up might be the fastest strategy, although it is quite difficult to plan the EXP policy throughout the whole game. I'm probably not continuing this.
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DrJones wrote:
...you beated it with the unlucky brother, the one I used to kill as soon as possible to stop ruining treasure chests. :P
Heh, nice strategy you had. I actually tested to suicide Julian after getting the bone, because dying brings all important plot items to the graveyard. The problem is that when the next brother starts, it is morning again, so the spirit in the crypt won't appear any sooner.
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There is a minor playback problem when "frame advance skips lag frames" is enabled. My movie won't finish playback correctly in that mode. I can't quite understand what is going on, but you can reproduce the error with these files: http://www.freewebs.com/aqfaq/frameadvance-bug-demo.zip (The zip includes a gmv and a savestate.) Load the game (The Faery Tale Adventure) and do this: 1. Pause emulator. 2. Start playback with the movie included in the zip file above. 3. Load the included savestate. 4. Use frame advance once with "frame advance skips lag frames" enabled. 5. Result: Input is not correct and the game won't end. Load the savestate and frame advance without lag skip to see the correct input.
Post subject: The Faery Tale Adventure in 22:30
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Now it is done in 23 minutes: http://dehacked.2y.net/microstorage.php/info/1561573221/faerytaletest2.gmv (Edit: Don't bother watching it. Faster version is below.) Improvements over the previous route: - Sleeping is used to speed up time, so no need to wait so long for the crypt guy to appear. - No apples needed. It was enough to buy the cheaper food once. - Used only 15 glass vials. It might be possible with 14, but I believe there is enough time to collect 15 while waiting for the crypt guy. (I already had 10 glass vials at the crypt, so it shouldn't be too hard to get a few more.) Edit: Completed in 22:30, possibly my final version: http://dehacked.2y.net/microstorage.php/info/985927927/faerytalefinal.gmv
Post subject: The Faery Tale Adventure test run in 30 minutes
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Heh. Hah. This game is awesome. Here is a route demonstration in 30 minutes: THIS ROUTE IS OBSOLETED! http://dehacked.2y.net/microstorage.php/info/582928197/faerytaletest.gmv THIS ROUTE IS OBSOLETED! Note: The waiting time at the cemetery/crypt may look like a desync. Sorry about that. A polished TAS would use that time for more creative entertainment. These are the two main tricks involved: 1. Used a lot of healing potions (glass vials) to walk through lava instead of using the flower of lava protection. This saves maybe an hour and feels a lot better: 2. The final boss can only be killed with a magic wand. Coincidentally, the final boss himself has a magic wand and it can be stolen from him by using a time stop spell (gold ring). Spells aren't supposed to work at the final boss, but it is possible to backtrack out from the spell-restricted area and return there immediately, while the spell is still in effect. These items were manipulated from enemies: - 3 red keys (for secret doors in the tombs of Hemsath) - 1 grey key (for the crypt) - 17 glass vials (15 should be enough in a real run) - 1 gold ring (for the final boss) Some explanations: - I bought some apples from a shop to avoid starving, but the optimal amount is unclear at this point. My guess is that 2 apples are enough, but they should be collected from somewhere instead of bought, because shopping and screen transitions stop the in-game clock... - Crystal shard is required to get through a force field. An undead NPC (who lives in a crypt) gives the shard in exchange for a bone fetched from the tombs of Hemsath. The guy appears in the crypt at 22440 in-game time. The game begins at clock 8000. The game progresses 1 time unit in 4 frames. So, it takes about 16 real-time minutes for the NPC to appear at the crypt. An optimal run would use this 16 minutes to collect all the items listed above and then use the possible time that is left to entertain the viewer as well as possible. Even in this sloppy test run I had thousands of frames to waste while waiting for the guy to appear. Here are Lua scripts to help planning and testing stuff:
-- Change these values to get items (max. 255):

	arrow = 0
	bluestone = 0
	greenjewel = 0
	glassvial = 15
	crystalorb = 0
	birdtotem = 0
	goldring = 1
	jadeskull = 0
	yellowkey = 0
	greenkey = 0
	bluekey = 0
	redkey = 3
	greykey = 1
	whitekey = 0

-- Your numbers are then applied to the item slots:

	memory.writebyte(0xffefcc, arrow)
	memory.writebyte(0xffefcd, bluestone)
	memory.writebyte(0xffefce, greenjewel)
	memory.writebyte(0xffefcf, glassvial)
	memory.writebyte(0xffefd0, crystalorb)
	memory.writebyte(0xffefd1, birdtotem)
	memory.writebyte(0xffefd2, goldring)
	memory.writebyte(0xffefd3, jadeskull)
	memory.writebyte(0xffefd4, yellowkey)
	memory.writebyte(0xffefd5, greenkey)
	memory.writebyte(0xffefd6, bluekey)
	memory.writebyte(0xffefd7, redkey)
	memory.writebyte(0xffefd8, greykey)
	memory.writebyte(0xffefd9, whitekey)
Use this script to travel fast and through walls:
gens.registerafter( function ()
	x = memory.readwordsigned(0xffa57c)
	y = memory.readwordsigned(0xffa57e)
	buttons = joypad.get(1)
	if buttons.right then x = x + 8 end
	if buttons.left then x = x - 8 end
	if buttons.up then y = y - 8 end
	if buttons.down then y = y + 8 end
	memory.writeword(0xffa57c, x)
	memory.writeword(0xffa57e, y)
end)
Use these to teleport to an important location:
-- Auto-travel to the tombs of Hemsath:
	memory.writeword(0xffa57c, 13500)
	memory.writeword(0xffa57e, 19326)
-- Auto-travel to the crypt:
	memory.writeword(0xffa57c, 19870)
	memory.writeword(0xffa57e, 17330)
-- Auto-travel to the Citadel of Doom:
	memory.writeword(0xffa57c, 11245)
	memory.writeword(0xffa57e, 29134)
-- Auto-travel to the final boss (you must be inside a building/cave for this to work):
	memory.writeword(0xffa57c, 10170)
	memory.writeword(0xffa57e, 34000)
This might help too, when saved as a WCH file:
0
22
00000	00FFA58F	b	u	0	Player HP
00001	00FFF1BF	b	u	0	Bravery
00002	00FFF1C1	b	u	0	Luck
00003	00FFF1C3	b	u	0	Kindness
00004	00FFF1C5	b	u	0	Gold
00005	00FFEFCC	b	u	0	Arrows
00006	00FFEFCD	b	u	0	Blue stones
00007	00FFEFCE	b	u	0	Green gems
00008	00FFEFCF	b	u	0	Glass vials
00009	00FFEFD0	b	u	0	Crystal orbs
0000A	00FFEFD1	b	u	0	Bird totems
0000B	00FFEFD2	b	u	0	Gold rings
0000C	00FFEFD3	b	u	0	Jade skulls
0000D	00FFEFD4	b	u	0	Yellow keys
0000E	00FFEFD5	b	u	0	Green keys
0000F	00FFEFD6	b	u	0	Blue keys
00010	00FFEFD7	b	u	0	Red keys
00011	00FFEFD8	b	u	0	Grey keys
00012	00FFEFD9	b	u	0	White keys
00013	00FFF1D2	w	u	0	Clock
00014	00FFA57C	w	u	0	X-position
00015	00FFA57E	w	u	0	Y-position
Who wants to optimize it? I can help. :) P.S. I think this game has the longest straight corridor ever and it is walked through twice.
Editor, Experienced Forum User, Published Author, Expert player (2460)
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Somebody should TAS Trampoline Terror. It has pretty extreme results with L+R/U+D. In a single frame, the player character teleports a distance that equals about 100 frames of walking. It works horizontally and vertically, but only in certain parts of the levels.